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Messages - Thorfinn

Pages: 1 ... 16 17 [18]
256
Not really the thread for it, but since people are asking for specific UI suggestions, something presumably easy I would really appreciate is if the Preferences screen showed what the cursor is resting on. For example, I'd like to be able to chop just the non-fruit-bearing trees first but that is too bleedingly tedious menu-hopping. Bonus points for showing a z-level indicator (relative or absolute) rather than making me < and > a half-dozen times trying to remember what the ceiling or floor was. Or maybe I should just stop making all those vaulted ceiling dwarfhomes with the balconies and whatnot. Naaah.

Oh, and if I could save the precious candlenut (or even willow, on some embarks) to use only on things I want light, like bins. Maybe there's an easier way than switching forbid status on the various piles, something like the build menu does, but I haven't found it.

257
I played DF default everything because I enjoy discovering the game. To the point of having several decent forts and vast amounts of FUN! without spoiling the surprises by reading forums or even the Wiki.

But when I gave some tileset (Pheobus, maybe?) a go, I found it easier to get into the RP aspects of the game. Rather than just a "Ho-hum, move the cursor to that particular symbol and press a key and some memory location gets updated and maybe some character changes on a screen somewhere", I was really getting into Tobol Asttaron picking berries from something that even looked a little like a berry bush.

I had been playing "forts" completely mechanically until I got bored with them, then switch to a different game, but just that tiny change was enough to switch me out of programmer mode. One start last summer had no one that was interested in mining, even though several had the stats for it. I let each pursue his own interests, and fortunately the first immigration wave had a couple who really loved having a pick in  hand, Udib and Tekkud, and they later became an item.

For me, the tileset made it a completely different game.

258
DF Gameplay Questions / Re: Dwarfs needs log but will not cut down trees?
« on: January 04, 2017, 04:38:22 am »
Military training still bugs tree cutting labour doesn't it?
It is this.

If a woodcutter or miner is assigned to a squad with no uniform and given no orders they will keep using their labor, but as soon as their squad is given a schedule or a 't'rain at barracks (possibly a Move/Kill order also), then they will equip their military uniform, even if it is a 'no uniform' uniform. They will drop their "woodcutting uniform" axe, which disables their eligibility to be assigned to woodcutting jobs. Picking up a "military uniform" axe does not re-enable their eligibility for woodcutting jobs. They need to be holding an axe that they picked up to fulfil their woodcutter uniform requirements. If your woodcutters are doing an individual combat drill, they are wearing their military uniform, so the woodcutting job will ignore them. The same applies to hunters and miners that are wearing their "military uniform".

Your woodcutter will claim a free axe if either, they are removed from the squad, or their squad has no 't'rain at barracks and no schedule. I put miners/woodcutters/hunters in a squad for organization but give them no schedule, squad orders, uniforms, or barracks. When I have some quality miners/hunters, their labor gets disabled and they go into another squad with a uniform and orders.
You can leave them in the squad so long as it's not set to train, nor is it scheduled? Did not know that. I've always just disbanded civilian squads after training. That could be really handy for mustering to pillboxes.

259
DF Gameplay Questions / Re: Dwarfs needs log but will not cut down trees?
« on: January 03, 2017, 09:55:06 pm »
Why not just have the militiaman cut it down?

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